NEVER!maidenhaver wrote: ↑ July 31st, 2024, 21:40Does this mean a truce with india?rusty_shackleford wrote: ↑ July 24th, 2024, 16:50I like how because AI isn't some brown turd worlder they're allowed to attack it for taking their jobs when 90% of their jobs were already shipped overseas.
We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/
Hooray: ****** gamedevs being fired thread
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The cities will need to be thrown out with them.Breathe wrote: ↑ July 31st, 2024, 21:52Not until they leave our cities.maidenhaver wrote: ↑ July 31st, 2024, 21:40Does this mean a truce with india?rusty_shackleford wrote: ↑ July 24th, 2024, 16:50I like how because AI isn't some brown turd worlder they're allowed to attack it for taking their jobs when 90% of their jobs were already shipped overseas.
The Armenian royal family, the Bagratuni, believed themselves to be **** descended from King David.Finarfin wrote: ↑ July 31st, 2024, 21:18I mean I have a big nose too, doesn't mean I'm a Jew.
Edit: that just means I'm armenian lol
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Finarfin
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Gotta say, only the Bagratunis believed this. Only they claimed that they were descendants of **** - specifically King DavidStack of Turtles wrote: ↑ July 31st, 2024, 22:19The Armenian royal family, the Bagratuni, believed themselves to be **** descended from King David.Finarfin wrote: ↑ July 31st, 2024, 21:18I mean I have a big nose too, doesn't mean I'm a Jew.
Edit: that just means I'm armenian lol![]()
The Orontid, Artaxiad, Arsacid, Rubenid, Hethumid, or Mamikonian families however did not. The Bagratunis most likely did it due to the Armenian historiography and not necessarily a reflection of actual ancestry and made to bolster the legitimacy and prestige of a ruling family. **** did however live in armenian cities and had communities. (Shame about that but I guess we armenians felt sympathetic to them)
Correct me if I am wrong tho, always happy to learn more.
Last edited by Finarfin on August 1st, 2024, 06:13, edited 2 times in total.
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Video games are so bad these days maybe the AI really can so better. It's programmed to be gay and ***** though so probably not.rusty_shackleford wrote: ↑ July 24th, 2024, 16:50I like how because AI isn't some brown turd worlder they're allowed to attack it for taking their jobs when 90% of their jobs were already shipped overseas.
I made a mod for CK3:
DEI Remover
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At the time (885-1045) the ***** didn't have such a terrible reputation as they have today.Finarfin wrote: ↑ July 31st, 2024, 22:32Gotta say, only the Bagratunis believed this. Only they claimed that they were descendants of **** - specically King DavidStack of Turtles wrote: ↑ July 31st, 2024, 22:19The Armenian royal family, the Bagratuni, believed themselves to be **** descended from King David.Finarfin wrote: ↑ July 31st, 2024, 21:18I mean I have a big nose too, doesn't mean I'm a Jew.
Edit: that just means I'm armenian lol![]()
The Orontid, Artaxiad, Arsacid, Rubenid, Hethumid, or Mamikonian families however did not.
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It was funny every other time, but they've really gone too far firing the flintlock devs.
Unsure what the point of layoffs is instead of closing the entire studio. Someone expecting them to make a comeback?
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Probably to funnel whatever money left or made to the owner(s)Oyster Sauce wrote: ↑ August 1st, 2024, 02:16Unsure what the point of layoffs is instead of closing the entire studio. Someone expecting them to make a comeback?
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But I thought the DEI money was supposed to be an incentive, it was supposed to create jobs and keep the company afloat!. Where is it?, where's the cash?!.
https://publish.obsidian.md/vg-layoffs
Estimated Total in 2022: 8,500
Estimated Total in 2023: 10,500
Estimated Total in 2024: 11,400
We can go higher.
Estimated Total in 2022: 8,500
Estimated Total in 2023: 10,500
Estimated Total in 2024: 11,400
We can go higher.
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Roguey wrote: ↑ August 1st, 2024, 12:14https://publish.obsidian.md/vg-layoffs
Estimated Total in 2022: 8,500
Estimated Total in 2023: 10,500
Estimated Total in 2024: 11,400
We can go higher.
Thank you for your attention to this matter!
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
Having trouble running an old Windows game?
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https://www.theverge.com/2024/8/5/24213 ... -sag-aftra
I get that they are afraid of their jobs, rightfully so, but its crazy that they think this is a good argument.
I get that they are afraid of their jobs, rightfully so, but its crazy that they think this is a good argument.
Rodriguez said that the companies later extended protections to motion performers, but only if “the performer is identifiable in the output of the AI digital replica.”
SAG-AFTRA rejected this proposal as it would potentially exclude a majority of movement performances. “Their proposal would carve out anything that doesn’t look and sound identical to me,” said Andi Norris, a member of SAG-AFTRA’s IMA negotiating committee, during a press conference. “[The proposal] would leave movement specialists, including stunts, entirely out in the cold, to be replaced ... by soulless synthetic performers trained on our actual performances.”
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Already few days old, and not nearly enough, but Ubi kicked 45 staff from their US offices. They are now at only 123 layoffs in 2024. Slow start but lets hope after that Niggerai flops more will follow
https://www.gamesindustry.biz/ubisoft-l ... -offices-1
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September off to a great start


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Somnus [Not Recommended]
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Estimated Total in 2024: 11,540
2024 has been a great year, and we still have 4 months to go.
2024 has been a great year, and we still have 4 months to go.
The healing has finally begun.
What gets me is that nobody in the meetings even thought to bring up how stupid that is.
"Nice work, but... umm... this is a mystery/clue/puzzle style game, don't you think putting the solution right next to the problem in such a way kind of defeats the point?"
I mean... its a game... point of the game is to stimulate the mind, cause it to work overtime in coming up with solutions, stumping the player. Games like these should have problems that require logical thinking, abstract relation, mathematical solutions, deductive reasoning, etc...
This isn't a game, its a story click and progress console game for *******.
Last edited by Xenich on September 4th, 2024, 13:45, edited 1 time in total.
Xenich wrote: ↑ September 4th, 2024, 13:39What gets me is that nobody in the meetings even thought to bring up how stupid that is.
"Nice work, but... umm... this is a mystery/clue/puzzle style game, don't you think putting the solution right next to the problem in such a way kind of defeats the point?"
I mean... its a game... point of the game is to stimulate the mind, cause it to work overtime in coming up with solutions, stumping the player. Games like these should have problems that require logical thinking, abstract relation, mathematical solutions, deductive reasoning, etc...
This isn't a game, its a story click and progress console game for *******.
They want to make it idiot proof to prevent frustration from the players.
I was thinking, a better solution for a fuse puzzle would be to require the player to understand what a fuse is and its purpose. You do this by providing a means for the player to collect information for this. Maybe a basic tech manual on wiring lying around, or a diagram on a wall somewhere (numerous ways to provide a clue to the issue).Unhelpful Contrarian wrote: ↑ September 4th, 2024, 14:01Xenich wrote: ↑ September 4th, 2024, 13:39What gets me is that nobody in the meetings even thought to bring up how stupid that is.
"Nice work, but... umm... this is a mystery/clue/puzzle style game, don't you think putting the solution right next to the problem in such a way kind of defeats the point?"
I mean... its a game... point of the game is to stimulate the mind, cause it to work overtime in coming up with solutions, stumping the player. Games like these should have problems that require logical thinking, abstract relation, mathematical solutions, deductive reasoning, etc...
This isn't a game, its a story click and progress console game for *******.
They want to make it idiot proof to prevent frustration from the players.
Then, once you learn what a fuse is, you can find some other non-related mundane item somewhere, maybe shape it to the form you need, and then use it as a temp measure to complete the circuit causing the device to work, but maybe it burns out the equipment after the use (ie opening the door, using a lift, etc...). This would be an easy puzzle, they should get progressively harder as the game goes on.
This would be a puzzle mystery, thinking solution and right in line with what a game is.
It really urks me how these are no longer games, just click fests for people devoid of basic thinking skills.
As for frustration for idiots, well... WTF are they playing a game for in the first place? Besides, dipshits who don't want to think can "look up the cheat" if the need. Making the game to a level of the lowest common denominator simply ruins the "game" for anyone who can do more than process oxygen.
Last edited by Xenich on September 4th, 2024, 14:13, edited 1 time in total.
Every game seems to be like this now, the solution can't be more than two feet away or the player has no hope of solving the problem.Xenich wrote: ↑ September 4th, 2024, 13:39What gets me is that nobody in the meetings even thought to bring up how stupid that is.
"Nice work, but... umm... this is a mystery/clue/puzzle style game, don't you think putting the solution right next to the problem in such a way kind of defeats the point?"
I mean... its a game... point of the game is to stimulate the mind, cause it to work overtime in coming up with solutions, stumping the player. Games like these should have problems that require logical thinking, abstract relation, mathematical solutions, deductive reasoning, etc...
This isn't a game, its a story click and progress console game for *******.
Meanwhile in OG AitD you'll find the cavalry saber upstairs near the beginning (and you'll probably break it after fighting a few zombies), but it's needed on the ground floor. I think you find the Indian Cover in the attic as well in the armoire, but that's needed in the hallway and you're expect to figure out how to use that on you're own. I can't remember where you find the bow, but the arrows are in the greenhouse. A lot of items seem to have no inherit use when first found and books explaining their function won't be found until later, if you're not a midwit though you can probably figure some of them out by observation, like tossing a really heavy statue at a suit of armor that doesn't want to do down to anything else just might take it out.
The one item I didn't figure out until later was the stew pot. Put it in the middle of all the zombies in the dining hall and they all disappear...duh...
You have to understand, games are being made for a "global" audience, which in turn means it's not just White and East Asian men. If developers and publishers wish to maximize profits they need to bring the challenge down to the level of the lowest common denominator, which in this case are billions of *******, ******, ***** and ***** with an average IQ hovering below the 80 point mark.Tweed wrote: ↑ September 4th, 2024, 14:17Every game seems to be like this now, the solution can't be more than two feet away or the player has no hope of solving the problem.
These puzzles might seem insultingly trivial to you, but a subhuman they feels genuinely challenged by them, and equally elated when he successfully completes them.
I don't think people in Europe and North America are capable of truly grasping just how stupid and limited the vast majority of the rest of the world truly is.
This is from a PCGamer article from 2012, discussing testers playing thorough Dishonored, emphasis mine:
"People would just walk around during playtesting of the 'Lady Boyle' mission," Dishonored executive producer Julien Roby said. "They didn't know what to do. They didn't even go upstairs because a guard told them they couldn't. They'd say, 'Okay, I can't go upstairs.' They wouldn't do anything."
Roby explained that a few clues now nudge Corvo along his noble mission of sinking his dagger into his target, saying, "We try not to lead the player by the nose, but at some point we found that if we don't give a little information, people just get lost and don't know what to do. It's just overwhelming. So we tried to add this element that gave just a hint to help a little. But we try to do it as little as possible."
Last edited by gerey on September 4th, 2024, 14:28, edited 3 times in total.
Yeah, older adventure games used to market on their frustration. The whole point was trying to figure out the uses of things. Some would require reloads (Space quest having timers and having to replay the scene numerous times before you figured out what to do), others would have some abstract relations, and some required experimental thinking and interaction.Tweed wrote: ↑ September 4th, 2024, 14:17Every game seems to be like this now, the solution can't be more than two feet away or the player has no hope of solving the problem.Xenich wrote: ↑ September 4th, 2024, 13:39What gets me is that nobody in the meetings even thought to bring up how stupid that is.
"Nice work, but... umm... this is a mystery/clue/puzzle style game, don't you think putting the solution right next to the problem in such a way kind of defeats the point?"
I mean... its a game... point of the game is to stimulate the mind, cause it to work overtime in coming up with solutions, stumping the player. Games like these should have problems that require logical thinking, abstract relation, mathematical solutions, deductive reasoning, etc...
This isn't a game, its a story click and progress console game for *******.
Meanwhile in OG AitD you'll find the cavalry saber upstairs near the beginning (and you'll probably break it after fighting a few zombies), but it's needed on the ground floor. I think you find the Indian Cover in the attic as well in the armoire, but that's needed in the hallway and you're expect to figure out how to use that on you're own. I can't remember where you find the bow, but the arrows are in the greenhouse. A lot of items seem to have no inherit use when first found and books explaining their function won't be found until later, if you're not a midwit though you can probably figure some of them out by observation, like tossing a really heavy statue at a suit of armor that doesn't want to do down to anything else just might take it out.
The one item I didn't figure out until later was the stew pot. Put it in the middle of all the zombies in the dining hall and they all disappear...duh...
People forgot that a game itself is not "fun", nor "entertainment", it is the process of a game that "some" (ie people who enjoy games), find entertaining. The whole "fun(tm)" development methodology has completely destroyed games these days.
You would think "difficulty" levels would solve this, but nope. All they do is play on the high difficulty settings and then complain about the game being too hard. I have seen someone make this very argument, that they refuse to play on lower difficulties in games because they think it is demeaning... yet... apparently going on to a public forum and whining about something being too hard and demanding it be made easier isn't demeaning.gerey wrote: ↑ September 4th, 2024, 14:22You have to understand, games are being made for a "global" audience, which in turn means it's not just White and East Asian men. If developers and publishers wish to maximize profits they need to bring the challenge down to the level of the lowest common denominator, which in this case are billions of *******, ******, ***** and ***** with an average IQ hovering below the 80 point mark.Tweed wrote: ↑ September 4th, 2024, 14:17Every game seems to be like this now, the solution can't be more than two feet away or the player has no hope of solving the problem.
These puzzles might seem insultingly trivial to you, but a subhuman they feels genuinely challenged by them, and equally elated when he successfully completes them.
This is from a PCGamer article from 2012, discussing testers playing thorough Dishonored, emphasis mine:
"People would just walk around during playtesting of the 'Lady Boyle' mission," Dishonored executive producer Julien Roby said. "They didn't know what to do. They didn't even go upstairs because a guard told them they couldn't. They'd say, 'Okay, I can't go upstairs.' They wouldn't do anything."
Roby explained that a few clues now nudge Corvo along his noble mission of sinking his dagger into his target, saying, "We try not to lead the player by the nose, but at some point we found that if we don't give a little information, people just get lost and don't know what to do. It's just overwhelming. So we tried to add this element that gave just a hint to help a little. But we try to do it as little as possible."
> Concord shuts down
> Everyone in this thread waiting patiently... hitting refresh.
Annnny minute now.
> Everyone in this thread waiting patiently... hitting refresh.
Annnny minute now.
---
You are observing the problems created when the market and the general public are unable to articulate the difference between a 'game' (by definition involves a challenge) and an 'activity' (time-consuming distraction).
Last edited by J1M on September 4th, 2024, 15:08, edited 2 times in total.
Already checked, and pretty disappointed only 150 **** will join the list 
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